021.
(see Version 1.1 of this card)
Here is the guiding principle of a future utopia, now long past: “To each according to his needs; from each according to his abilities.”* In gamespace, what do we have? An atopia, a placeless, senseless realm, where quite a different maxim rules: “From each according to their abilities — to each a rank and score.” Needs no longer enter into it. Not even desire matters. Uncritical gamers do not win what they desire; they desire what they win. The score is the thing. The rest is agony. The gamer as theorist at first sight seems to have acquired an ability that counts for nothing in gamespace. The gamer as theorist might begin with an indifference to distinction, to all that the gamespace prizes. You does not play the game to win (or not just to win). You trifle with it — playing with style to understand the game as a form. You trifle with the game to understand the nature of gamespace as a world — as the world. You trifle with the game to discover in what way gamespace falls short of its self-proclaimed perfection. The digital game plays up everything that gamespace merely pretends to be: a fair fight, a level playing field, free competition.
(All comments will be moderated)
I like that breaking the game is not the solution, however, I have questions about the idea that games are a perfection of a failed or failing outside gamespace. If games can be said to realize a ‘worldview’ through their governing algorithms, they certainly do perfect functioning model of the world by rendering the reality as rule. In other words, it is by reducing the complexity of reality that games present a world. If this is the case, then it seems somehow beside the point to say that gamespace fails to live up to its promises. Perhaps it is precisely because of this excess that gamespace fails to achieve its promises; it fails, not to live up to expectations, but to control the excess?
View all comments in the book
(All comments will be moderated)
Dear McKenzie , let me point something:
According to Plato, the gamer that leaves the cave and finds himself exposed to the ”solar light”,
needs a time period to adjust his eyes, in order to be able to see the new forms.
The same process of adaptation is needed when -and if- he decides to go back inside the cave and reveal
the ”new found reality” to the ”imprisoned” gamers. During this time of eye’s re-adaptation,
he is not able to play the game as good as the others, something that is considered as a
fatal disadvantage according to cave’s rules of gameplay. And that makes cave’s gamers to generate more rules
of play, so as to prevent similar future accidents.
The problem as i can perceive it here is that : if the gamer doesn’t exit the cave he never becomes a
game theorist, if he exits and come back he faces the risk to be a theorist for the outside ”the cave
gamespace” players that don’t need him , (as they are not conscious of being part of a game)
but at the same time an accident for the ”inside the cave” gamers. That they are supposed to need him.
View all comments in the book
(All comments will be moderated)
(All comments will be moderated)
On the contrary, I think the Cave can be controlled. It is controlled by the game designers who build it. They, however, are unaware of any control over it. Any influence a game designer has has so far been on the subconscious level.
Even conscious control is not gauranteed, were it used. It would have to be accepted and explored by the gamers. And due to the Cave’s rapid expansion, the controlling product would require massive success to secure sizable branch of influence in the future.
View all comments in the book
(All comments will be moderated)